More on vectors

All physical quantities we class as vectors are derived from DISPLACEMENTso obey exactly the same rules for "adding" and "subtracting" as displacement- that is geometry.
 

Notice that we multiply or divide by directionless quantities ( scalars)  which merely change the size of the original arrow but not thedirection - ie the scale of the arrow.
 

Different methods of adding vectors

There are many ways of doing the geometry of adding vectors. In theend they give the same answers ( for most people ! ) so are entirely equivalent.Simply adopt the way with which you are most comfortable.
 

This method has results as good as your drawings. The larger the scaledrawing the better. It is the method used in traditional navigation whetherby sailors, pilots or bushwalkers.

You need a fine pencil, ruler, eraser for your errors, protractor androom for your drawing.

Technique

If you have many vectors, keep tacking them on to the end of each other.The sum still goes from the start to finish.


 
 
 
 
 
 
 


 
 


When scale drawings are not accurate enough, it willbe necessary to use the algebraic rules for triangles.

METHOD 1         Using COSINE  and SINE RULES for triangles


 

In the above vector triangle,  angles and sides are labeled accordingto usual ways - just spot the lower case letters to any old side but usecapitals for the angles opposite the sides.

COS RULE           No matter what the sides are

a2 = b2 + c2- 2bc cos A      or        b2 = a2 + c2  - 2 ac cos B  or     c2 = a2 + b2- 2abcos C

SIN RULE

a/ sin A    =   b/ sinB  =  c/ sin C

Technique

Sometimes you may have to use sin rule first thencos rule.
BEWARE:Example

If we add the two vectors above namely 25 ms-1N300W to 50 ms-1 N300E then from the diagramof the heads to tails, the angle opposite the sum = 1200 ( not600! ) so the SIZE of the sum using cos rule

a2 = b2 + c2- 2bc cos A
    = 252 + 502- 2x25x50xcos1200  =  625 + 2500 + 2500x0.5 = 4375  thus  a = sum = 66.1ms-1

Angle using sin rule

a/ sin A    =   b/ sinB ,    66.1 / sin1200 = 50/ sin B      thus  sin B = 50 sin 1200/ 66.1 = 0.6551

B  =  40.90
The vector sum is   66.1ms-1 with an angle  of   N(40.9 - 30)0E   ie N10.9 0E

METHOD 2       USING    COMPONENTS

This is used when many vectors are being manipulated. It is not efficient for two vectors but great for multiple sytems and advancedwork.

Link to Components

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